[ian-reeds-games] Re: Team_change_start_turn and Team_change_end_turn not working as expected

  • From: Monkey <murtagh69.monkeys@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sun, 24 May 2015 13:22:02 -0600

Yes, thank you!

And ... honestly, that depends. I find my maps quite easy, but would
you agree with me, since you've tested a few of them?
Personally I think that the creator of the maps would probably find
them easy because they know the best ways of beating each one.

On 5/24/15, Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx> wrote:

Okay, thanks! Much appreciated!

...I get the feeling I'm making my maps too easy to beat. Most of them, if
not all at this point, involve getting to an escape terrain, and if used
correctly, my units can breeze through the course and get there in a few
rounds. Is that bad?

Date: Sun, 24 May 2015 14:53:03 -0400
From: sleepio1@xxxxxxxxxxx
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Team_change_start_turn and
Team_change_end_turn not working as expected

You have to make sure that whatever team you change the unit to does not
have the no_turn flag set on it. Otherwise, it will never change back.
So if your 13th team has a no_turn flag on it, you'll just have to take
that off. Also make sure this team does not have any enemies defined.
Defining friends seems to not affect what the AI does, as when I tested
it, my hidden unit didn't do anything when it was his turn. So that is
probably actually a bug. Other than that your script flags are defined
correctly.


On 5/24/2015 2:37 PM, Monkey wrote:
That's the problem I had after my first attempt.



On 5/24/15, Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx> wrote:
Okay, I just tried this again. I increased the duration to four rounds
and
changed the team to 3, but now it's not even changing him back to good
at
the start of the turn! What did I do wrong?! *wails in frustration*

From: sharni-lee.ward@xxxxxxxxxxx
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Team_change_start_turn and
Team_change_end_turn not working as expected
Date: Mon, 25 May 2015 03:55:51 +0930




Oh, okay. Maybe just turning him neutral will help. :)

Date: Sun, 24 May 2015 12:20:17 -0600
Subject: [ian-reeds-games] Re: Team_change_start_turn and
Team_change_end_turn not working as expected
From: murtagh69.monkeys@xxxxxxxxx
To: ian-reeds-games@xxxxxxxxxxxxx

Alright, this is also weird.
Maybe...the duration has to be a larger number than the end turn
number? That's what I did, when I first tried. But when I changed the
duration to 1 then my unit stayed on the other team.

On 5/24/15, Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx> wrote:
Why yes, I am! I hardly want my unit to beat the crap out of his
allies,
do
I? Not that there's anyone else on the map he can harm, but still...

I'll try it again later and see if it cooperates. :) Maybe if he
does
have a
turn, but no enemies or friends, he'll just sit there and do nothing
until
the next turn...

Date: Sun, 24 May 2015 11:08:30 -0600
Subject: [ian-reeds-games] Re: Team_change_start_turn and
Team_change_end_turn not working as expected
From: murtagh69.monkeys@xxxxxxxxx
To: ian-reeds-games@xxxxxxxxxxxxx

Well, I just tested it.
It works as it should for me...
I did amuse myself by changing my character to the evil team and
then
watching as he decimated the good guys, only to return to their
team
after the round was over. So I hope you're putting the unit onto a
team that has no turns!

On 5/24/15, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:
Try changing 13 to 3.

I haven't tested this script yet, so that's the only suggestion I
can
give for now.

On 5/24/15, Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx> wrote:
I'm trying to use keyWasFull's team_change flags to turn units
invisible
for
a certain number of rounds. My plan was that if it worked, I
could
use
the
invisibility skill on any unit, not just a specific one, but it
didn't.
Either I'm not using the flags correctly or they don't work the
way
I
thought they would. Here's the effect. I probably have to put in
other
flags
to make it work as intended, but I wasn't sure about this.

Effect
10
|flags
description The unit becomes invisible to the enemy for three
rounds.
unit
duration=3
|script_flags
team_change_start_turn 1
team_change_end_turn 13

13 is the number for my disguised/invisible units, or that's the
plan,
anyway. If the flags worked the way I intended, the unit turns
good
during
the player turn so I can move them around/attack
enemies/whatever,
then
turns invisible again so that the enemies don't hit them. But the
unit
I
tested this on was stuck on the second team after the first round
and
even
when the effect fizzled. Did I screw up somewhere?


--
-Mew
__________
http://www.savethefrogs.com/


--
-Mew
__________
http://www.savethefrogs.com/



--
-Mew
__________
http://www.savethefrogs.com/









--
-Mew
__________
http://www.savethefrogs.com/

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